summaryrefslogtreecommitdiff
path: root/src/debug/nohara_debug_menu.c
AgeCommit message (Collapse)Author
2020-08-19Merge pull request #788 from kazblox/masterGriffinR
Fix NONMATCHINGs and actual English Debug support
2020-06-08Preliminary support for English rev0 debug. Matching but still needsKaz
cleaning up. Rename DEBUG_TRANSLATE to DEBUG_FIX now that we have actual English Debug ROMs. Add Sapphire German "first edition" debug support, now that we have a hash for it. Fix an obvious nonmatching.
2020-04-27Sync hall_of_fame.incGriffinR
2019-08-25Improve some nohara translations.easyaspi314 (Devin)
2019-08-23[WIP] English Debug menu translations! (Plus some build system fixes)easyaspi314 (Devin)
I'm back!            す Éß テ-ブ↑& ÒÛªù! (かなテーブルを捨てろよ!/Throw away the kana table!) When compiled in English with DEBUG, instead of óじばÌ (mojibake), you now get actual English translations! No more switching from the game, to the kana chart, and if you don't know Japanese, Google Translate, just to read one sentence. Additionally, the few unknown translations should use proper encoding or Romaji. I decided to use a nicer macro system: static const u8 sStrHello[] = DTR("こんにちは", "Hello"); This prevents ifdef HELL, as the mixed Japanese and English would be messy. Additionally, some special character issues were corrected. Things untranslated/bugs: - Tomomichi's dummy functions. Of course, they don't do much. - The title screen battle menu. This uses a Gen 2 style tile rendering and the way it is rendered is incredibly overcomplicated. - A few phrases which I couldn't get a clear translation for. I don't know much Japanese lol. - Song names. Just tedious with the limited buffer size. - A few layout issues. Some dimensions should be tweaked to avoid text box ovetflows. - Potential buffer overflows, which I want to try to avoid - (ASan for GBA? :morphon:) - While I use the DEBUG_TRANSLATE flag (automatic with ENGLISH && DEBUG) for C code, the asm data only checks for ENGLISH && DEBUG. Additionally, they are ugly. - Haven't tested all builds yet. - Some code formatting issues. I also made it so this will compile with the system preprocessor (including Clang), and my agbcc binutils (which will attempt to be selected automatically if you don't have DKP). Clang needs a few flags (it can't do asm enums with line numbers and it does trigraphs in standard mode), but it is no longer flipping out. I am going to restart my build system project. It was getting way off track, and ucpp was too difficult to maintain (one of the main reasons for the silence).
2018-04-09fix name of TVShow.bravoTrainerTower.pokemonNamePikalaxALT
2018-04-09LANGUAGE_GERMAN --> GAME_LANGUAGE in NoharaPikalaxALT
2018-04-09Remainder of noharaPikalaxALT
2018-04-09debug_sub_808FA88PikalaxALT
2018-04-09through debug_sub_808F93CPikalaxALT
2018-04-09through debug_sub_808F648PikalaxALT
2018-01-23move undecompiled debug menu code to asmCameron Hall
2018-01-23fix more false offsetsCameron Hall
2018-01-21resolve merge conflicts and make it compileCameron Hall
2018-01-17resolve more undefined referencesCameron Hall
2018-01-17resolve more undefined referencesCameron Hall
2018-01-17add more debug thingsCameron Hall
2018-01-17resolve some undefined referencesCameron Hall
2018-01-17use 'if DEBUG' instead of 'ifdef DEBUG'Cameron Hall
2018-01-16add debug ifdefsCameron Hall